/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011      Zynga Inc.

http://www.cocos2d-x.org

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/

#include "CCSpriteBatchNode.h"
#include "ccConfig.h"
#include "CCSprite.h"
#include "textures/CCTextureCache.h"
#include "draw_nodes/CCDrawingPrimitives.h"
#include "shaders/CCShaderCache.h"
#include "shaders/ccGLStateCache.h"
#include "shaders/CCGLProgram.h"
#include "CCDirector.h"
#include "support/CCPointExtension.h"
#include "cocoa/CCGeometry.h"
#include "textures/CCTexture2D.h"
#include "cocoa/CCAffineTransform.h"
#include "support/TransformUtils.h"
#include "support/CCProfiling.h"
// external
#include "kazmath/GL/matrix.h"
#include <string.h>

using namespace std;

NS_CC_BEGIN

#if CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
#define RENDER_IN_SUBPIXEL
#else
#define RENDER_IN_SUBPIXEL(__ARGS__) (ceil(__ARGS__))
#endif

CCSprite* CCSprite::createWithTexture(CCTexture2D *pTexture)
{
	CCSprite *pobSprite = new CCSprite();
	if (pobSprite && pobSprite->initWithTexture(pTexture))
	{
		pobSprite->autorelease();
		return pobSprite;
	}
	CC_SAFE_DELETE(pobSprite);
	return NULL;
}

CCSprite* CCSprite::createWithTexture(CCTexture2D *pTexture, const CCRect& rect)
{
	CCSprite *pobSprite = new CCSprite();
	if (pobSprite && pobSprite->initWithTexture(pTexture, rect))
	{
		pobSprite->autorelease();
		return pobSprite;
	}
	CC_SAFE_DELETE(pobSprite);
	return NULL;
}

CCSprite* CCSprite::create(const char *pszFileName)
{
	CCSprite *pobSprite = new CCSprite();
	if (pobSprite && pobSprite->initWithFile(pszFileName))
	{
		pobSprite->autorelease();
		return pobSprite;
	}
	CC_SAFE_DELETE(pobSprite);
	return NULL;
}

CCSprite* CCSprite::create(const char *pszFileName, const CCRect& rect)
{
	CCSprite *pobSprite = new CCSprite();
	if (pobSprite && pobSprite->initWithFile(pszFileName, rect))
	{
		pobSprite->autorelease();
		return pobSprite;
	}
	CC_SAFE_DELETE(pobSprite);
	return NULL;
}

CCSprite* CCSprite::create()
{
	CCSprite *pSprite = new CCSprite();
	if (pSprite && pSprite->init())
	{
		pSprite->autorelease();
		return pSprite;
	}
	CC_SAFE_DELETE(pSprite);
	return NULL;
}

bool CCSprite::init()
{
	return initWithTexture(NULL, CCRect::zero);
}

// designated initializer
bool CCSprite::initWithTexture(CCTexture2D *pTexture, const CCRect& rect)
{
	if (CCNode::init())
	{
		m_pobBatchNode = NULL;
		// shader program
		setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));

		m_bRecursiveDirty = false;
		setDirty(false);

		m_bOpacityModifyRGB = true;

		m_sBlendFunc.src = CC_BLEND_SRC;
		m_sBlendFunc.dst = CC_BLEND_DST;

		m_bFlipX = m_bFlipY = false;

		// default transform anchor: center
		setAnchorPoint(ccp(0.5f, 0.5f));

		m_bHasChildren = false;

		// clean the Quad
		memset(&m_sQuad, 0, sizeof(m_sQuad));

		// Atlas: Color
		ccColor4B tmpColor = { 255, 255, 255, 255 };
		m_sQuad.bl.colors = tmpColor;
		m_sQuad.br.colors = tmpColor;
		m_sQuad.tl.colors = tmpColor;
		m_sQuad.tr.colors = tmpColor;

		// update texture (calls updateBlendFunc)
		setTexture(pTexture);
		setTextureRect(rect);

		// by default use "Self Render".
		// if the sprite is added to a batchnode, then it will automatically switch to "batchnode Render"
		setBatchNode(NULL);

		return true;
	}
	else
	{
		return false;
	}
}

bool CCSprite::initWithTexture(CCTexture2D *pTexture)
{
	CCAssert(pTexture != NULL, "Invalid texture for sprite");

	CCRect rect = CCRect::zero;
	rect.size = pTexture->getContentSize();

	return initWithTexture(pTexture, rect);
}

bool CCSprite::initWithFile(const char *pszFilename)
{
	CCAssert(pszFilename != NULL, "Invalid filename for sprite");

	CCTexture2D *pTexture = CCTextureCache::sharedTextureCache()->addImage(pszFilename);
	if (pTexture)
	{
		CCRect rect = CCRect::zero;
		rect.size = pTexture->getContentSize();
		return initWithTexture(pTexture, rect);
	}

	// don't release here.
	// when load texture failed, it's better to get a "transparent" sprite then a crashed program
	// this->release(); 
	return false;
}

bool CCSprite::initWithFile(const char *pszFilename, const CCRect& rect)
{
	CCAssert(pszFilename != NULL, "");

	CCTexture2D *pTexture = CCTextureCache::sharedTextureCache()->addImage(pszFilename);
	if (pTexture)
	{
		return initWithTexture(pTexture, rect);
	}

	// don't release here.
	// when load texture failed, it's better to get a "transparent" sprite then a crashed program
	// this->release(); 
	return false;
}

CCSprite::CCSprite()
: m_bShouldBeHidden(false),
m_pobTexture(NULL)
{
}

CCSprite::~CCSprite()
{
	CC_SAFE_RELEASE(m_pobTexture);
}

void CCSprite::setTextureRect(const CCRect& rect)
{
	setContentSize(rect.size);
	setVertexRect(rect);
	setTextureCoords(rect);

	float offsetX = (m_obContentSize.width - m_obRect.size.width) / 2;
	float offsetY = (m_obContentSize.height - m_obRect.size.height) / 2;

	// rendering using batch node
	if (m_pobBatchNode)
	{
		// update dirty_, don't update recursiveDirty_
		setDirty(true);
	}
	else
	{
		// self rendering

		// Atlas: Vertex
		float x1 = 0 + offsetX;
		float y1 = 0 + offsetY;
		float x2 = x1 + m_obRect.size.width;
		float y2 = y1 + m_obRect.size.height;

		// Don't update Z.
		m_sQuad.bl.vertices = vertex3(x1, y1, 0);
		m_sQuad.br.vertices = vertex3(x2, y1, 0);
		m_sQuad.tl.vertices = vertex3(x1, y2, 0);
		m_sQuad.tr.vertices = vertex3(x2, y2, 0);
	}
}

// override this method to generate "double scale" sprites
void CCSprite::setVertexRect(const CCRect& rect)
{
	m_obRect = rect;
}

void CCSprite::setTextureCoords(CCRect rect)
{
	rect = CC_RECT_POINTS_TO_PIXELS(rect);

	CCTexture2D *tex = m_pobBatchNode ? m_pobTextureAtlas->getTexture() : m_pobTexture;
	if (!tex)
	{
		return;
	}

	float atlasWidth = (float)tex->getPixelsWide();
	float atlasHeight = (float)tex->getPixelsHigh();

	float left, right, top, bottom;

#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
	left    = (2*rect.origin.x+1)/(2*atlasWidth);
	right    = left + (rect.size.width*2-2)/(2*atlasWidth);
	top        = (2*rect.origin.y+1)/(2*atlasHeight);
	bottom    = top + (rect.size.height*2-2)/(2*atlasHeight);
#else
	left = rect.origin.x / atlasWidth;
	right = (rect.origin.x + rect.size.width) / atlasWidth;
	top = rect.origin.y / atlasHeight;
	bottom = (rect.origin.y + rect.size.height) / atlasHeight;
#endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL

	if (m_bFlipX)
	{
		CC_SWAP(left, right, float);
	}

	if (m_bFlipY)
	{
		CC_SWAP(top, bottom, float);
	}

	m_sQuad.bl.texCoords.u = left;
	m_sQuad.bl.texCoords.v = bottom;
	m_sQuad.br.texCoords.u = right;
	m_sQuad.br.texCoords.v = bottom;
	m_sQuad.tl.texCoords.u = left;
	m_sQuad.tl.texCoords.v = top;
	m_sQuad.tr.texCoords.u = right;
	m_sQuad.tr.texCoords.v = top;
}

void CCSprite::updateTransform()
{
	CCAssert(m_pobBatchNode, "updateTransform is only valid when CCSprite is being rendered using an CCSpriteBatchNode");

	// recalculate matrix only if it is dirty
	if (isDirty()) {

		// If it is not visible, or one of its ancestors is not visible, then do nothing:
		if (!m_bVisible || (m_pParent && m_pParent != m_pobBatchNode && ((CCSprite*)m_pParent)->m_bShouldBeHidden))
		{
			m_sQuad.br.vertices = m_sQuad.tl.vertices = m_sQuad.tr.vertices = m_sQuad.bl.vertices = vertex3(0, 0, 0);
			m_bShouldBeHidden = true;
		}
		else
		{
			m_bShouldBeHidden = false;

			if (!m_pParent || m_pParent == m_pobBatchNode)
			{
				m_transformToBatch = nodeToParentTransform();
			}
			else
			{
				CCAssert(dynamic_cast<CCSprite*>(m_pParent), "Logic error in CCSprite. Parent must be a CCSprite");
				m_transformToBatch = CCAffineTransformConcat(nodeToParentTransform(), ((CCSprite*)m_pParent)->m_transformToBatch);
			}

			//
			// calculate the Quad based on the Affine Matrix
			//

			CCSize size = m_obRect.size;

			float x1 = 0;
			float y1 = 0;

			float x2 = x1 + size.width;
			float y2 = y1 + size.height;
			float x = m_transformToBatch.tx;
			float y = m_transformToBatch.ty;

			float cr = m_transformToBatch.a;
			float sr = m_transformToBatch.b;
			float cr2 = m_transformToBatch.d;
			float sr2 = -m_transformToBatch.c;
			float ax = x1 * cr - y1 * sr2 + x;
			float ay = x1 * sr + y1 * cr2 + y;

			float bx = x2 * cr - y1 * sr2 + x;
			float by = x2 * sr + y1 * cr2 + y;

			float cx = x2 * cr - y2 * sr2 + x;
			float cy = x2 * sr + y2 * cr2 + y;

			float dx = x1 * cr - y2 * sr2 + x;
			float dy = x1 * sr + y2 * cr2 + y;

			m_sQuad.bl.vertices = vertex3(RENDER_IN_SUBPIXEL(ax), RENDER_IN_SUBPIXEL(ay), m_fPositionZ);
			m_sQuad.br.vertices = vertex3(RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), m_fPositionZ);
			m_sQuad.tl.vertices = vertex3(RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), m_fPositionZ);
			m_sQuad.tr.vertices = vertex3(RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), m_fPositionZ);
		}

		// MARMALADE CHANGE: ADDED CHECK FOR NULL, TO PERMIT SPRITES WITH NO BATCH NODE / TEXTURE ATLAS
		if (m_pobTextureAtlas)
		{
			m_pobTextureAtlas->updateQuad(&m_sQuad, m_uAtlasIndex);
		}

		m_bRecursiveDirty = false;
		setDirty(false);
	}

	// MARMALADE CHANGED
	// recursively iterate over children
	/*    if( m_bHasChildren )
		{
		// MARMALADE: CHANGED TO USE CCNode*
		// NOTE THAT WE HAVE ALSO DEFINED virtual CCNode::updateTransform()
		arrayMakeObjectsPerformSelector(m_pChildren, updateTransform, CCSprite*);
		}*/
	CCNode::updateTransform();

#if CC_SPRITE_DEBUG_DRAW
	// draw bounding box
	CCPoint vertices[4] = {
		ccp( m_sQuad.bl.vertices.x, m_sQuad.bl.vertices.y ),
		ccp( m_sQuad.br.vertices.x, m_sQuad.br.vertices.y ),
		ccp( m_sQuad.tr.vertices.x, m_sQuad.tr.vertices.y ),
		ccp( m_sQuad.tl.vertices.x, m_sQuad.tl.vertices.y ),
	};
	ccDrawPoly(vertices, 4, true);
#endif // CC_SPRITE_DEBUG_DRAW
}

// draw

void CCSprite::draw()
{
	CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");

	CCAssert(!m_pobBatchNode, "If CCSprite is being rendered by CCSpriteBatchNode, CCSprite#draw SHOULD NOT be called");

	CC_NODE_DRAW_SETUP();

	ccGLBlendFunc(m_sBlendFunc.src, m_sBlendFunc.dst);

	if (m_pobTexture != NULL)
	{
		ccGLBindTexture2D(m_pobTexture->getName());
	}
	else
	{
		ccGLBindTexture2D(0);
	}

	//
	// Attributes
	//

	ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex);

#define kQuadSize sizeof(m_sQuad.bl)
	long offset = (long)&m_sQuad;

	// vertex
	int diff = offsetof(ccV3F_C4B_T2F, vertices);
	glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));

	// texCoods
	diff = offsetof(ccV3F_C4B_T2F, texCoords);
	glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));

	// color
	diff = offsetof(ccV3F_C4B_T2F, colors);
	glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));


	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

	CHECK_GL_ERROR_DEBUG();


#if CC_SPRITE_DEBUG_DRAW == 1
	// draw bounding box
	CCPoint vertices[4]={
		ccp(m_sQuad.tl.vertices.x,m_sQuad.tl.vertices.y),
		ccp(m_sQuad.bl.vertices.x,m_sQuad.bl.vertices.y),
		ccp(m_sQuad.br.vertices.x,m_sQuad.br.vertices.y),
		ccp(m_sQuad.tr.vertices.x,m_sQuad.tr.vertices.y),
	};
	ccDrawPoly(vertices, 4, true);
#elif CC_SPRITE_DEBUG_DRAW == 2
	// draw texture box
	CCSize s = this->getTextureRect().size;
	CCPoint offsetPix = this->getOffsetPosition();
	CCPoint vertices[4] = {
		ccp(offsetPix.x,offsetPix.y), ccp(offsetPix.x+s.width,offsetPix.y),
		ccp(offsetPix.x+s.width,offsetPix.y+s.height), ccp(offsetPix.x,offsetPix.y+s.height)
	};
	ccDrawPoly(vertices, 4, true);
#endif // CC_SPRITE_DEBUG_DRAW

	CC_INCREMENT_GL_DRAWS(1);

	CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");
}

// CCNode overrides

void CCSprite::addChild(CCNode* pChild)
{
	CCNode::addChild(pChild);
}

void CCSprite::addChild(CCNode *pChild, int zOrder)
{
	CCNode::addChild(pChild, zOrder);
}

void CCSprite::addChild(CCNode *pChild, int zOrder, int tag)
{
	CCAssert(pChild != NULL, "Argument must be non-NULL");

	if (m_pobBatchNode)
	{
		CCSprite* pChildSprite = dynamic_cast<CCSprite*>(pChild);
		CCAssert(pChildSprite, "CCSprite only supports CCSprites as children when using CCSpriteBatchNode");
		CCAssert(pChildSprite->getTexture()->getName() == m_pobTextureAtlas->getTexture()->getName(), "");
		//put it in descendants array of batch node
		m_pobBatchNode->appendChild(pChildSprite);

		if (!m_bReorderChildDirty)
		{
			setReorderChildDirtyRecursively();
		}
	}
	//CCNode already sets isReorderChildDirty_ so this needs to be after batchNode check
	CCNode::addChild(pChild, zOrder, tag);
	m_bHasChildren = true;
}

void CCSprite::reorderChild(CCNode *pChild, int zOrder)
{
	CCAssert(pChild != NULL, "");
	CCAssert(m_pChildren->containsObject(pChild), "");

	if (zOrder == pChild->getZOrder())
	{
		return;
	}

	if (m_pobBatchNode && !m_bReorderChildDirty)
	{
		setReorderChildDirtyRecursively();
		m_pobBatchNode->reorderBatch(true);
	}

	CCNode::reorderChild(pChild, zOrder);
}

void CCSprite::removeChild(CCNode *pChild, bool bCleanup)
{
	if (m_pobBatchNode)
	{
		m_pobBatchNode->removeSpriteFromAtlas((CCSprite*)(pChild));
	}

	CCNode::removeChild(pChild, bCleanup);

}

void CCSprite::removeAllChildrenWithCleanup(bool bCleanup)
{
	if (m_pobBatchNode)
	{
		CCObject* pObject = NULL;
		CCARRAY_FOREACH(m_pChildren, pObject)
		{
			CCSprite* pChild = dynamic_cast<CCSprite*>(pObject);
			if (pChild)
			{
				m_pobBatchNode->removeSpriteFromAtlas(pChild);
			}
		}
	}

	CCNode::removeAllChildrenWithCleanup(bCleanup);

	m_bHasChildren = false;
}

void CCSprite::sortAllChildren()
{
	if (m_bReorderChildDirty)
	{
		int i = 0, j = 0, length = m_pChildren->data->num;
		CCNode** x = (CCNode**)m_pChildren->data->arr;
		CCNode *tempItem = NULL;

		// insertion sort
		for (i = 1; i < length; i++)
		{
			tempItem = x[i];
			j = i - 1;

			//continue moving element downwards while zOrder is smaller or when zOrder is the same but orderOfArrival is smaller
			while (j >= 0 && tempItem->getZOrder() < x[j]->getZOrder())
			{
				x[j + 1] = x[j];
				j = j - 1;
			}
			x[j + 1] = tempItem;
		}

		if (m_pobBatchNode)
		{
			arrayMakeObjectsPerformSelector(m_pChildren, sortAllChildren, CCSprite*);
		}

		m_bReorderChildDirty = false;
	}
}

//
// CCNode property overloads
// used only when parent is CCSpriteBatchNode
//

void CCSprite::setReorderChildDirtyRecursively()
{
	//only set parents flag the first time
	if (!m_bReorderChildDirty)
	{
		m_bReorderChildDirty = true;
		CCNode* pNode = (CCNode*)m_pParent;
		while (pNode && pNode != m_pobBatchNode)
		{
			((CCSprite*)pNode)->setReorderChildDirtyRecursively();
			pNode = pNode->getParent();
		}
	}
}


void CCSprite::setDirtyRecursively(bool bValue)
{
	m_bRecursiveDirty = bValue;
	setDirty(bValue);
	// recursively set dirty
	if (m_bHasChildren)
	{
		CCObject* pObject = NULL;
		CCARRAY_FOREACH(m_pChildren, pObject)
		{
			CCSprite* pChild = dynamic_cast<CCSprite*>(pObject);
			if (pChild)
			{
				pChild->setDirtyRecursively(true);
			}
		}
	}
}

// XXX HACK: optimization
#define SET_DIRTY_RECURSIVELY() {\
	if (m_pobBatchNode && !m_bRecursiveDirty)\
	{\
		m_bRecursiveDirty = true;\
		setDirty(true);\
		if (m_bHasChildren) setDirtyRecursively(true);\
	}\
}

void CCSprite::setPosition(const CCPoint& pos)
{
	CCNode::setPosition(pos);
	SET_DIRTY_RECURSIVELY();
}

void CCSprite::setRotation(float fRotation)
{
	CCNode::setRotation(fRotation);
	SET_DIRTY_RECURSIVELY();
}

void CCSprite::setSkewX(float sx)
{
	CCNode::setSkewX(sx);
	SET_DIRTY_RECURSIVELY();
}

void CCSprite::setSkewY(float sy)
{
	CCNode::setSkewY(sy);
	SET_DIRTY_RECURSIVELY();
}

void CCSprite::setScaleX(float fScaleX)
{
	CCNode::setScaleX(fScaleX);
	SET_DIRTY_RECURSIVELY();
}

void CCSprite::setScaleY(float fScaleY)
{
	CCNode::setScaleY(fScaleY);
	SET_DIRTY_RECURSIVELY();
}

void CCSprite::setScale(float fScale)
{
	CCNode::setScale(fScale);
	SET_DIRTY_RECURSIVELY();
}

void CCSprite::setPositionZ(float fVertexZ)
{
	CCNode::setPositionZ(fVertexZ);
	SET_DIRTY_RECURSIVELY();
}

void CCSprite::setAnchorPoint(const CCPoint& anchor)
{
	CCNode::setAnchorPoint(anchor);
	SET_DIRTY_RECURSIVELY();
}

void CCSprite::setVisible(bool bVisible)
{
	CCNode::setVisible(bVisible);
	SET_DIRTY_RECURSIVELY();
}

void CCSprite::setFlipX(bool bFlipX)
{
	if (m_bFlipX != bFlipX)
	{
		m_bFlipX = bFlipX;
		CCSprite::setTextureCoords(m_obRect);
	}
}

bool CCSprite::isFlipX()
{
	return m_bFlipX;
}

void CCSprite::setFlipY(bool bFlipY)
{
	if (m_bFlipY != bFlipY)
	{
		m_bFlipY = bFlipY;
		CCSprite::setTextureCoords(m_obRect);
	}
}

bool CCSprite::isFlipY()
{
	return m_bFlipY;
}

//
// RGBA protocol
//

void CCSprite::updateColor()
{
	ccColor4B color4 =
	{
		_displayedColor.r,
		_displayedColor.g,
		_displayedColor.b,
		(GLubyte)(_displayedOpacity*255.0f)
	};

	// special opacity for premultiplied textures
	if (m_bOpacityModifyRGB)
	{
		color4.r *= _displayedOpacity;
		color4.g *= _displayedOpacity;
		color4.b *= _displayedOpacity;
	}

	m_sQuad.bl.colors = color4;
	m_sQuad.br.colors = color4;
	m_sQuad.tl.colors = color4;
	m_sQuad.tr.colors = color4;

	// renders using batch node
	if (m_pobBatchNode)
	{
		if (m_uAtlasIndex != CCSpriteIndexNotInitialized)
		{
			m_pobTextureAtlas->updateQuad(&m_sQuad, m_uAtlasIndex);
		}
		else
		{
			// no need to set it recursively
			// update dirty_, don't update recursiveDirty_
			setDirty(true);
		}
	}

	// self render
	// do nothing
}

void CCSprite::setOpacity(float opacity)
{
	CCNode::setOpacity(opacity);

	updateColor();
}

void CCSprite::setColor(const ccColor3B& color3)
{
	CCNode::setColor(color3);

	updateColor();
}

void CCSprite::setOpacityModifyRGB(bool modify)
{
	if (m_bOpacityModifyRGB != modify)
	{
		m_bOpacityModifyRGB = modify;
		updateColor();
	}
}

bool CCSprite::isOpacityModifyRGB()
{
	return m_bOpacityModifyRGB;
}

void CCSprite::updateDisplayedColor(const ccColor3B& parentColor)
{
	CCNode::updateDisplayedColor(parentColor);
	updateColor();
}

void CCSprite::updateDisplayedOpacity(float opacity)
{
	CCNode::updateDisplayedOpacity(opacity);
	updateColor();
}

CCSpriteBatchNode* CCSprite::getBatchNode()
{
	return m_pobBatchNode;
}

void CCSprite::setBatchNode(CCSpriteBatchNode *pobSpriteBatchNode)
{
	m_pobBatchNode = pobSpriteBatchNode; // weak reference

	// self render
	if (!m_pobBatchNode)
	{
		m_uAtlasIndex = CCSpriteIndexNotInitialized;
		setTextureAtlas(NULL);
		m_bRecursiveDirty = false;
		setDirty(false);

		float x1 = 0;
		float y1 = 0;
		float x2 = x1 + m_obRect.size.width;
		float y2 = y1 + m_obRect.size.height;
		m_sQuad.bl.vertices = vertex3(x1, y1, 0);
		m_sQuad.br.vertices = vertex3(x2, y1, 0);
		m_sQuad.tl.vertices = vertex3(x1, y2, 0);
		m_sQuad.tr.vertices = vertex3(x2, y2, 0);
	}
	else
	{
		// using batch
		m_transformToBatch = CCAffineTransformIdentity;
		setTextureAtlas(m_pobBatchNode->getTextureAtlas()); // weak ref
	}
}

// Texture protocol

void CCSprite::updateBlendFunc()
{
	CCAssert(!m_pobBatchNode, "CCSprite: updateBlendFunc doesn't work when the sprite is rendered using a CCSpriteBatchNode");

	// it is possible to have an untextured sprite
	if (!m_pobTexture || !m_pobTexture->hasPremultipliedAlpha())
	{
		m_sBlendFunc.src = GL_SRC_ALPHA;
		m_sBlendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
		setOpacityModifyRGB(false);
	}
	else
	{
		m_sBlendFunc.src = CC_BLEND_SRC;
		m_sBlendFunc.dst = CC_BLEND_DST;
		setOpacityModifyRGB(true);
	}
}

void CCSprite::setTexture(CCTexture2D *texture)
{
	// If batchnode, then texture id should be the same
	CCAssert(!m_pobBatchNode || texture->getName() == m_pobBatchNode->getTexture()->getName(), "CCSprite: Batched sprites should use the same texture as the batchnode");
	// accept texture==nil as argument
	CCAssert(!texture || dynamic_cast<CCTexture2D*>(texture), "setTexture expects a CCTexture2D. Invalid argument");

	if (!m_pobBatchNode && m_pobTexture != texture)
	{
		CC_SAFE_RETAIN(texture);
		CC_SAFE_RELEASE(m_pobTexture);
		m_pobTexture = texture;
		updateBlendFunc();
	}
}

CCTexture2D* CCSprite::getTexture()
{
	return m_pobTexture;
}

NS_CC_END
